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Middleware and European StandardisationKöln, 17.8.2011 Event supported by NEM initative Dr. Malte Behrmann Secretary General [email protected] www.egdf.eu

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Page 1: Middleware and European Standardisationtwvideo01.ubm-us.net/o1/vault/gdceurope2011/slides... · ” Middleware and European Standardisation” Köln, 17.8.2011 Event supported by

” Middleware and European Standardisation”

Köln, 17.8.2011

Event supported by NEM initative

Dr. Malte Behrmann

Secretary General

[email protected]

Page 2: Middleware and European Standardisationtwvideo01.ubm-us.net/o1/vault/gdceurope2011/slides... · ” Middleware and European Standardisation” Köln, 17.8.2011 Event supported by

Dr. Malte Behrmann

Secretary [email protected]

www.egdf.eu

EGDF IS A

TRADE-

ASSOCIATION

(SME) THAT

FOCUSES ON

Dissemination

disseminates

the best

practices, new

standards,

new tools etc.

Elaboration

elaborates game

developers’

mutual positions

(technology,

content)

THROUGH

EGDF

YOU CAN

REACH

more than

600game studios

in

12European

countries

that employ over

17000 game industry

professionals

UK, AT, DE, FR, DK, FI, NO, BE, NL, LU, ES, IT

Policy

development

participates proc-

esses developing

policy recommen-

dations that sup-

port game devel-

opers

Page 3: Middleware and European Standardisationtwvideo01.ubm-us.net/o1/vault/gdceurope2011/slides... · ” Middleware and European Standardisation” Köln, 17.8.2011 Event supported by

Dr. Malte Behrmann

Secretary [email protected]

www.egdf.eu

Consumer spending on entertainment media (€m)

Source: © IHS Screen Digest, 2011

Page 4: Middleware and European Standardisationtwvideo01.ubm-us.net/o1/vault/gdceurope2011/slides... · ” Middleware and European Standardisation” Köln, 17.8.2011 Event supported by

Dr. Malte Behrmann

Secretary [email protected]

www.egdf.eu

European consumer spending on games (€m)

Source: © IHS Screen Digest, 2011

Page 5: Middleware and European Standardisationtwvideo01.ubm-us.net/o1/vault/gdceurope2011/slides... · ” Middleware and European Standardisation” Köln, 17.8.2011 Event supported by

Value chains of video game industry

Dr. Malte Behrmann

Secretary [email protected]

www.egdf.eu

Page 6: Middleware and European Standardisationtwvideo01.ubm-us.net/o1/vault/gdceurope2011/slides... · ” Middleware and European Standardisation” Köln, 17.8.2011 Event supported by

Dr. Malte Behrmann

Secretary [email protected]

www.egdf.eu

Viral innovation process

Page 7: Middleware and European Standardisationtwvideo01.ubm-us.net/o1/vault/gdceurope2011/slides... · ” Middleware and European Standardisation” Köln, 17.8.2011 Event supported by

Dr. Malte Behrmann

Secretary [email protected]

www.egdf.eu

www.GameMiddleware.org

Game Middleware Platform

Page 8: Middleware and European Standardisationtwvideo01.ubm-us.net/o1/vault/gdceurope2011/slides... · ” Middleware and European Standardisation” Köln, 17.8.2011 Event supported by

Dr. Malte Behrmann

Secretary [email protected]

www.egdf.eu

Standardization and Middelware

Examples of European Standardization: Metric system, GSM

Game Development uses increasingly specific middleware technologies. Developers tend less and less to reinvent the wheel.

Europe is more and more the home of middleware of global relevance. Different aspects of the value chain are represented and the healthy competition shows also the commercial relevance.

Europe is however also confronted by de facto standards from outside.

The innovative pace of the industry makes a slow standardisation process difficult and needs careful regulation, which is open for innovative and new developments.

Page 9: Middleware and European Standardisationtwvideo01.ubm-us.net/o1/vault/gdceurope2011/slides... · ” Middleware and European Standardisation” Köln, 17.8.2011 Event supported by

Dr. Malte Behrmann

Secretary [email protected]

www.egdf.eu

The Vision

Tools and middleware for content creation are developed to ease the access for content creation to the various platforms and render the European content more independent from overseas soft- and hardware.

- interoperable. - technologically attractive

Multiavalibility of content from multiple sources implies both higher diversity and standardisation. As transaction costs are going down, the value of the content itself becomes more and more central and content will have an higher impact on the whole value chain.

Network effects and economies of scale can contribute to the fact, that inferior technologies supersede by establishing a standard. It is possible, that those companies, who have already a

dominant position will be taking their dominant position to bring it to other markets.

Page 10: Middleware and European Standardisationtwvideo01.ubm-us.net/o1/vault/gdceurope2011/slides... · ” Middleware and European Standardisation” Köln, 17.8.2011 Event supported by

Dr. Malte Behrmann

Secretary [email protected]

www.egdf.eu

European Game MiddlewareEurope has a very interesting position:

About 50% of entries at www.GameMiddleware.org are of European origin

A high number of SME’s providing middleware technology in the games industry

These technologies

- are very important for our industry (just remember the Renderware case)

- have an important spill over effect to applied games

- reach out worldwide (e.g. Vision, CryEngine, Unity for game engines) – very strong in Asia, -too.

Page 11: Middleware and European Standardisationtwvideo01.ubm-us.net/o1/vault/gdceurope2011/slides... · ” Middleware and European Standardisation” Köln, 17.8.2011 Event supported by

Dr. Malte Behrmann

Secretary [email protected]

www.egdf.eu

Standardization happens anywayMain standardisation clusters in the context of games:

Web: W3C -> Web standards-> increasingly interested in gamesVideo & media coding: Khronos, MPEG ->compression and moreTV & Radio: ITU, DVB -> Screens, renderingTelephone & Communication: ETSI, OMA -> currently researching translation, billingMilitary, health etc: Serious Games

De facto standards: e.g. Flash

Does the games industry research ?

The essence of game development is research. The game industry, however, has not traditionally labelled its work “research” but simply done what is necessary to get the user experience right. Many areas of research in commercial game development touch on or overlap traditional industrial or academic research; however despite this fact, the industry has made few efforts to co-ordinate its own research with that of the academy, adjacent industries or even within the game industry.

Page 12: Middleware and European Standardisationtwvideo01.ubm-us.net/o1/vault/gdceurope2011/slides... · ” Middleware and European Standardisation” Köln, 17.8.2011 Event supported by

Dr. Malte Behrmann

Secretary [email protected]

www.egdf.eu

But what does the games industry ?

Moderator:Dr. Malte Behrmann, General Secretary EGDF

Panel & Presentation: Anne-Marie Sassen, European Commission, Brussels Responsible for the implementation of standardisation policy of the Digital Agenda

Felix Röken, Havoc (Trinigy)Trinigy is a European 3D middleware, which has been very successful worldwide andespecially in Asia recently and has been acquired last week by Havoc (INTEL)

Dr. Andreas Gerber, XaitmentXaitment is a European AI middleware, which has been successful in Asia and the US